Showing posts with label Software. Show all posts
Showing posts with label Software. Show all posts

Friday, January 5, 2018

Fooling around with C++17 (part 1)

New years resolution

In 2018 I will be back writing post here and I will try to be more consistent. I will eventually go back to the subject of 'dynamic like' Java programming but just for fun I will start the year by looking at C++17 (including x14 and x11) C++ is starting too look like a 21 century programming language so I think it is well worth looking at a few features that are starting to make programming really more productive. WARNING: this is not a C++ style guide.

auto this, auto that

C++14 and 17 extend the power of auto and really make it more productive. In C++11 they added the posibility of using auto for the return type of functions but you still had to provide the type using the new arrow syntax. In C++14 they completely removed the need to explicitly provide the type. Here is an example with both syntax:
class LazyCoder
    {
    public:
        auto get_it_Cv11 () -> int
            {
            return 11;
            }

        auto get_it_Cv17 ()
            {
            return 17;
            }
    };
I don't think this is the best use of auto since the type in function declaration is also good documentation (better than comments). In C++11 you could use auto for local variable declaration, for loop variables, function parameters. With C++14 and C++17 you can now also use auto when declaring a variable in the scope of an 'if' and also when doing structured bindings (similar to other languages 'destructuring')
    // Create a tuple
    auto tuple = std::make_tuple(3, 7);

    // C++14
    int i, j;
    std::tie(i,j) = tuple;

    assert (i == 3 && j == 7);

    // C++17 (look ma, no explicit variable declaration)
    auto [x, y] = tuple;

    assert (x == 3 && y == 7);

    // and then ...
    if (auto t = (x != y))
        {
        // I can use t here
        cout << "This is getting ridiculous like t=" << t << endl;
        }
C++z17 has one more trick up its sleeve. The 'structured binding' works with user data types.
    // I have this struct defined somwhere
    struct Zmas
        {
        int z, w;
        };

    // Now I can do this:
    Zmas zmas {7, 11}; // Uniform intialization with curly brackets (next post)
    
    // The number of items between square bracket here must match the number of public 
    // members of Zmas
    auto [z, w] = zmas;

    assert (z == 7 && w == 11);
Of course C++11 addition of auto was already a major improvement when working with complicated types but the latest extensions are even more icing on the cake. For more details about auto check out C++17 Structured Bindings

Saturday, April 27, 2013

Good software design principles part 2

For the benefit of this blog we will call the module mentioned in the previous post the SM for successful module. Remember that the objective for this module was to make our software capable of acquiring and analysing data from any third party instrument. When thinking about a problem like this many of you might immediately think about the Open Close Principle. If you did not think about this and/or if you do not know what the OCP is, here is a definition:
software entities (classes, modules, functions, etc.) should be open for extension, but closed for modification
Here is a link to the Wikipedia article: OCP
Trying to satisfy the OCP has a number of implication. One of them is that you should not have to modify the application code each time you want to support a new instrument. So of course the first thing that was decided was that the module should be loaded dynamically at runtime based on information in the application configuration. This is not earth shattering or revolutionary but it is a very useful concept. What we will be doing with the SM is to build a plugin infrastructure for our application instrument interface. Plugin are used in Eclipse, Netbeans and a whole menagerie of applications. In Java this is easy to do you just pack your SM in a .jar. Now the tricky par is to define the API that this jar file should implement. Another more immediate task is to define how the whole thing will be structured in terms of module. Now from the discussion we know that the starting point is this:

Now with a project like this you want to get your dependencies right from the beginning. In the case of this project it is easy to understand that has illustrated on the diagram communication between the two module goes both way. The Application supplies the SM with parameters and possibly other information and the SM returns statuses and results to the Application. We will probably need to allocate objects and possibly implement interfaces on the application side as well as in the SM. The question then is: where do we define those classes and interfaces ? The answer is: in a third module. Now the high level view of the project looks like this:

Now except for the weird looking arrow the elements on that diagram are packages with their dependencies. You have:

1) Application.
2) SM(I). This is a specific SM Instance (I added the I between parentheses to highlight that).
3) SMF the Successful Module Framework

As you can see there is no circular dependency in the standard UML elements. At compile time the APplication depends only on the SMF and the SM(I) also knows only the SMF. Now I added a non UML element (the weird broken arrow not quite connected) to represent the runtime dependencies in the system. I think having this extra arrow makes everything obvious and clean. In my next blog entry we will continue on our analysis of the SM and SMF. In fact for a while the emphasis will turn on the SMF and the key patterns used in that module the most important being:

- Abstract Factory
- Strategy

Now a closing comment. It goes without saying that before you start on a project like this a good analysis and requirements definition phase is in order. This is beyond the scope of the current thread but we might come back to this or insert a few blog entries about this phase later.

Saturday, April 20, 2013

Good software design principles and weekends at the beach

I work on software that is used to read and analyse data from instruments made by the company I work for: Fourier Transform Infrared Spectrometer. The software I work on is a client/server type continuous acquisition and analysis software. I work on the server component of that software.
One key component used by the server is the data acquisition component - sometimes called the data acquisition driver. These days data acquisition module is a more appropriate name for it since this component is written in Java and does not really corresponds to what we would call a driver. In the old days, when our software was written in C/C++ the thing really was a driver. However, in recent years the link between the PC and our instrument was changed from a proprietary protocol to good old Ethernet TCP/IP link. Also, in the meantime, software development switched to Java. Of course, all of this is very nice since Java has very good Network communication libraries.
Now, our software is very flexible and has very good data processing capabilities so why not use it to analyse data from other instruments ? Well that's exactly what I was asked to do a few years ago: make our software capable of acquiring and analysing data from any third party instrument. Now, while this may sound like a simple task, doing it right really is not that simple.
In my next few blog entries I'm going to talk about how this problem was solved. Now of course, I'm not going to discuss this at a level of details that could get me in trouble with my employer but this is not a problem since the key to the success of the project are not in the kind of implementation details that could be considered trade secret. No actually the key to the success of this project was using well known and documented good software design principles. I think you will enjoy this.